Commit Graph
2917 Commits
Author SHA1 Message Date
9dcef8a465 Added a C# tutorial for the "Setting up XR"-section (#7352)
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Co-authored-by: Ashtreighlia <daginberth@gmail.com>
2023-05-16 01:15:58 +02:00
Max Hilbrunner aaa3c60213 Merge pull request #7354 from Calinou/svg-thorvg 2023-05-16 01:14:58 +02:00
Hugo Locurcio b062fbfd6f Link to ThorVG viewer to check whether a SVG can render correctly 2023-05-15 16:20:49 +02:00
James Czekaj 5cd0f2aa31 Add section mentioning "export as glTF" to CSG docs page (#7324) 2023-05-15 01:42:06 +02:00
Max Hilbrunner e13dc5d09a Merge pull request #7299 from Ubiguchi/patch-1 2023-05-15 01:22:09 +02:00
Max Hilbrunner b42b87edd9 Merge pull request #6422 from TheTophatDemon/patch-1 2023-05-15 01:20:40 +02:00
Max Hilbrunner 9caad0c5e4 Merge pull request #7308 from Yunusemre-Oeztuerk/patch-1 2023-05-15 01:16:42 +02:00
AV77 0886dcd9ee Marked /tutorials/rendering/viewports.rst as outdated
Fixes: #7343
2023-05-14 03:26:54 +00:00
Max Hilbrunner f19fb3e8bd Merge pull request #7336 from AV77/grammatical-error-fix 2023-05-13 22:19:17 +02:00
Max Hilbrunner 2ecaa55726 Merge pull request #7341 from Calinou/volumetric-fog-quadmesh 2023-05-13 22:17:45 +02:00
Max Hilbrunner c4410b6816 Merge pull request #7309 from Yunusemre-Oeztuerk/patch-2 2023-05-13 22:16:47 +02:00
Max Hilbrunner 78746c2417 Merge pull request #7335 from svelezw4games/svs/update_cli_to_4_0 2023-05-13 21:50:15 +02:00
Max Hilbrunner 8ff6074566 Merge pull request #6671 from dalexeev/gds-const-expr-annot-args 2023-05-13 11:24:55 +02:00
Hugo Locurcio c9f04ae816 Document faking volumetric fog using QuadMeshes
In some cases, it may be better to use specially configured QuadMeshes
as an alternative to volumetric fog.

- Quads work with any rendering method, including Forward Mobile and Compatibility.
- Quads do not require temporal reprojection to look smooth, which makes
  them suited to fast-moving dynamic effects such as lasers. They can also
  represent small details which volumetric fog cannot do efficiently.
- Quads generally have a lower performance cost than volumetric fog
  (with some exceptions).
2023-05-12 20:40:34 +02:00
Danil Alexeev 1575f5f714 Mention that annotations in GDScript support constant expressions 2023-05-12 16:38:20 +03:00
Patrick 60da673ced Mention Spatial -> Node3D rename in Introduction docs 2023-05-11 23:31:43 +02:00
AV77 1426a11449 Fixed minor grammatical error 2023-05-11 14:27:29 +00:00
Chris Bradfield 25942664b6 Remove obsolete and confusing tip re: move_and_slide() 2023-05-09 10:29:09 -07:00
The Tophat Demon 5aa58b07ce Corrected sample code in import_plugins.rst
The sample code listed the function ``get_import_options`` when it most likely meant ``_get_import_options`` (with an underscore in front). Some of the sample code also used the outdated File API instead of the FileAccess API.

Corrected more function names. Updated parameters for _get_import_options and _get_preset_name in sample code.
2023-05-09 08:29:52 -05:00
Hugo Locurcio e606097168 Fix missing word in Window focus section of Controllers, gamepads and joysticks 2023-05-08 23:20:26 +02:00
Max Hilbrunner 11899ee498 Merge pull request #7314 from Calinou/lightmapgi-uv2-primitive-bake-vram 2023-05-08 23:00:34 +02:00
Hana - Piralein ef3b44ef4e update images and related information 2023-05-08 21:22:06 +02:00
Hugo Locurcio 5534016ac1 Document UV2 generation for primitive meshes and VRAM caveats in Using LightmapGI 2023-05-08 20:10:34 +02:00
34350f8a12 Document StandardMaterial3D refraction limitations (#7301)
Co-authored-by: Clay John <claynjohn@gmail.com>
Co-authored-by: Max Hilbrunner <mhilbrunner@users.noreply.github.com>
2023-05-08 16:03:43 +02:00
Yunusemre-Oeztuerk c535fc7b1d gdexample.gdextension file not recognized
Using Windows 10 and Godot 4.0.2 Mono

The gdexample.gdextension file used in the example project is not being recognized by my version of Godot. I don't know the exact reason but I'm guessing it is because it doesn't specify whether or not it is supposed to be a debug or release file.

My changed .gdextension file is the same as the one that is available under godot-cpp\test\demo\example.gdextension. With this one it worked with no problems.
2023-05-08 14:54:23 +02:00
Yunusemre-Oeztuerk c6d224c4ea Error in gdexample.cpp
When adding the getter and setter functions to the example project a void has been added to the constructor in line 439 which was previously not there (in line 213) and is also causing the error C2533: constructors not allowed a return type. Simply removing it again fixes it.
2023-05-08 14:42:15 +02:00
Mark J. Easton 96d83a01cf Update description of scenes' use of declarative code
Tighten language  mentioning scenes' use of declarative code and scripts use of imperative code.
2023-05-08 12:14:21 +01:00
kkoang 68bc1ed4f4 Update using_area_2d.rst 2023-05-07 17:05:52 +08:00
kleonc f3ada36d06 Fix incorrect reference to PacketPeerUDP.bind in migrating tutorial 2023-05-06 17:02:32 +02:00
Max Hilbrunner 80a92f4071 Merge pull request #6626 from RedMser/patch-3 2023-05-06 15:00:09 +02:00
Max Hilbrunner cc581494a4 Merge pull request #7276 from Calinou/validation-layers-add-desktop-platforms 2023-05-06 14:57:50 +02:00
Max Hilbrunner f074390e4d Merge pull request #7292 from Calinou/gamepads-focus-sleep-prevention 2023-05-06 14:56:57 +02:00
Max Hilbrunner f9b5650149 Merge pull request #7168 from Calinou/compute-shaders-tdr 2023-05-06 14:55:09 +02:00
Hugo Locurcio 7c72ffacaf Mention Windows graphics driver TDR issues on Using compute shaders
This is a frequently encountered issue when working with complex
compute shaders.
2023-05-06 03:25:28 +02:00
Hugo Locurcio 50b7c155ad Document focus and sleep caveats in Controllers, gamepads and joysticks
- Improve line wrapping for long lines in scripts.
- Remove outdated paragraphs about Godot 3.3 changes.
2023-05-06 02:11:19 +02:00
kkoang 995196806e Update rigid_body.rst 2023-05-06 03:03:49 +08:00
Hugo Locurcio b5e9b75bec Document setting up Vulkan validation layers on desktop platforms 2023-05-05 19:54:37 +02:00
AV77 de8348230c Replaced all instances of "hard drive" with "local storage" (#7287) 2023-05-05 13:34:34 +02:00
kkoang 7f6a4084fb Update physics_introduction.rst
Fix the code so that it can run normally and correct some of the document errors
2023-05-05 19:27:43 +08:00
Max Hilbrunner d354e429be Merge pull request #7277 from JohanAR/light_specular 2023-05-05 13:22:21 +02:00
Douglas Leão 80be679912 Console support: Improve explanation and restructure (#5764) 2023-05-05 12:53:42 +02:00
Max Hilbrunner ee9ece3a05 Merge pull request #6961 from FeatherAntennae/patch-3 2023-05-05 12:27:29 +02:00
Max Hilbrunner 8e66f49a56 Merge pull request #7281 from kkoang/patch-3 2023-05-05 12:08:38 +02:00
FeatherAntennae 58e03e3afc - Rebased on master
- Replaced the "empty string" with "empty array" in the comment about how to report no errors.
- Renamed warning variable to warnings to indicate that it can contain multiple warnings.
2023-05-04 18:05:41 -04:00
kkoang c7a6bfc834 Update physics_introduction.rst 2023-05-05 03:07:35 +08:00
Michael Macha b8830332a5 Clarified statement
Previously, the section on ADD_SIGNAL was a little convoluted and not entirely correct. I've fixed mild grammatical issues and expanded on it for new programmers, addressing these issues.
2023-05-04 12:17:26 -06:00
Max Hilbrunner 5e04f6550c Merge pull request #6565 from piyushmulatkar/patch-1 2023-05-04 14:03:31 +02:00
Johan Aires Rastén d3f0ec6c3a Add SPECULAR_AMOUNT spatial light shader built-in 2023-05-04 09:45:05 +02:00
Max Hilbrunner 3283eae7d8 Merge pull request #7271 from Calinou/gdscript-add-breakpoints
Document how to add breakpoints in the editor and using `breakpoint`
2023-05-03 20:58:47 +02:00
Hugo Locurcio 698c40e72a Document how to add breakpoints in the editor and using breakpoint
Until now, there was little documentation on how to create breakpoints
(including persistent ones with the `breakpoint` keyword). This may
not be obvious to those who haven't used other IDEs before.

This also documents' breakpoints persistent behavior since the editor
state is saved.
2023-05-03 20:26:46 +02:00